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Thread: Game Compatibility.

  1. #1
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    Game Compatibility.

    I'm having a problem porting one of my games to work on the iOS runtime because the screen size is at a different ratio than the iphone screen.

    It's not so much that I really care about the screen ratio, it's that I used "Inactive if too far from window" extensively, so the screen size matters for gameplay reasons.



    I know I'd prolly be the only one who uses this feature, but would it be possible to change the size of the object activation field to be larger than the screensize.

    Either through events or in the frame properties.


    I've tried everything and there is no other way to pull this off other than that, and it seems like it would be rather trivial to implement.

    It's all part of my quest to keep the framerate of my app high.

    Please Clickteam?

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    Re: Game Compatibility.

    We do not want to add new properties to MMF before the next version, sorry.

  3. #3
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    Re: Game Compatibility.

    It seems like such an easy thing to do.

    Of course I don't know how the runtime works.

    Alternatively a setting that allows us to control how the opengl scaling works (aspect ratio, full screen, ect) would be nice instead.

    That way I could just fit the game to the screen and the edges get cut off the edge of the screen.

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    Re: Game Compatibility.

    > Alternatively a setting that allows us to control how the opengl scaling works (aspect ratio, full screen, ect) would be nice instead.

    The thing is how that would affect touch coordinates.

  5. #5
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    Re: Game Compatibility.

    Well if it's done correctly it shouldn't effect touch coordinates at all.

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    Re: Game Compatibility.

    hummm, as is? Not sure about that. I guess it will need some tweaking on the "touch" side.

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    Re: Game Compatibility.

    Just a note : starting at beta 20 (the next one), the size of the application _will_ have to be one of the following in order to work on all devices : 320x480, 640x960 or 768x1024. If it is not, then it might not work on iPad or iPod retina.
    So you'll have to resize your application UrbankMonk.

  8. #8
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    Re: Game Compatibility.

    What is this resolution constraint for?
    Is it to increase the speed of the runtime?

    So let me ask you this.

    If the application is 480x480 will the top and the bottom of the app be chopped off? Or will it be squeezed into a 320x480 space?

    I surely hope it just chops off the edges, because that why I can activate offscreen objects without needing a new frame property as I mentioned at the first post.

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    Re: Game Compatibility.

    François: and viceversa, right? (480x320, 960x640 or 1024x768).

  10. #10
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    Re: Game Compatibility.

    Sorry, I forgot to add to the list : and all landscape modes. So of course 480x320, 960x640, 1024x768 will work in landscape (left and right) modes.
    Silly me.

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